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Working creatures can damage allied players. #3722

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PlebSupporter opened this issue Nov 26, 2024 · 4 comments
Open

Working creatures can damage allied players. #3722

PlebSupporter opened this issue Nov 26, 2024 · 4 comments

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@PlebSupporter
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A creature working in a room in which the room animation involves attacking (training/workshop), then those strikes can damage creatures from another, but allied, faction.

@elemanzer
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@PlebSupporter

Allies attacking the same door hit each other. This is a lot easier to test for:

  1. Make some corpses and open a path for enemy allied imps to collect them for their graveyards.
  2. Build a door before they can reach the corpses.
friends-like-these.mp4

classic-testmap.zip

@walt253
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walt253 commented Nov 26, 2024

At this point maybe the question need to be asked because I think all of this is probably by design, KeeperFX didn't add the alliance feature. So the question is, do we really want to change this?

@elemanzer
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@walt253

I believe so because it is much, much worse on KFX than it is in DK. I had to triple the imp count on my testmap just to make it more prominent on DK and even then the imps on DK seem to readjust so as not to get hit. You can see the dk vs kfx comparison below.

I recall running into this in kfx: post undead keeper and the allied keepers then were able to make unlimited vampires on an already tough level simply by killing off each others' imps.

DK:
https://github.com/user-attachments/assets/f8ed8b26-7fd0-4470-9475-6d0f4fd8e37a

KFX:
https://github.com/user-attachments/assets/ff37edc0-2d30-4995-b03d-973f0deed5a0

Testmap:
classic-x3.zip

@Loobinex
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Loobinex commented Dec 1, 2024

I think we do want this fixes yes. Alliances are not really new, but were barely functional in DK1 and we did expand upon it. Making them work better is nice. This issue requires implementing the extra hittypes.

The alliance handling became extra important with roaming heroes in keeper colors, which makes mapmakers combine 2 factions into one.

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4 participants